Ancient Tomb
79% of drawn Ancient Tombs are played before the game ends, and 89% of those copies stay on the battlefield, making it one of the stickiest lands tracked on Playgroup Live.
Ancient Tomb is in 7% of multiplayer Commander decks tracked on Playgroup Live, appearing in 337 of 4738 distinct decks that have played a tracked game. That figure reflects a colorless land with a real cost attached: 2 life per activation keeps it out of life-total-sensitive strategies.
When a copy does reach a player's hand, 79% of those copies are played before the game concludes. Median first play lands on turn 3.0, with a strong cluster in turns 1 and 2, consistent with Ancient Tomb being fetched or kept in opening hands to power out early threats. 89% stickiness confirms that once it hits the table, opponents rarely bother to remove a land.
The commander distribution is spread across 204 unique players, with no single contributor exceeding 5% of tracked instances. That spread gives the dataset reasonable breadth for a card at this inclusion rate. Ancient Tomb is legal in Commander and is banned in Duel Commander, where the accelerated mana it provides is considered too warping in a 20-life, 1-versus-1 context.
- 7% of tracked multiplayer Commander decks include Ancient Tomb
- T3.0 median turn Ancient Tomb first enters the battlefield
- 79% of drawn copies are played before the game ends
- 89% battlefield stickiness once Ancient Tomb resolves
- 204 unique players have brought Ancient Tomb to a tracked game
- 583 total instances brought to tracked games
First-cast turn
n=114The "good card" funnel
583 brought · 204 playersOf 583 Ancient Tombs brought to tracked games, 144 were drawn, 114 of those were played, and nearly nine in ten of those copies remained on the battlefield at game's end.
Players who cast this card win 27% of the time (n=114) , vs 26% when it never left the library (n=406).
When players drew this card but left it in hand, they won 32% (n=28) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +1.9pp; 95% confidence interval -6.2pp to +9.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
162 instancesThe vast majority of Ancient Tombs end the game on the battlefield rather than in the library, reflecting how often it appears in opening hands and how rarely opponents remove lands.
Commanders that played this card
in tracked games-
1
The Ur-Dragon
8 decks
-
2
Kenrith, the Returned King
7 decks
-
3
Kinnan, Bonder Prodigy
5 decks
-
4
K'rrik, Son of Yawgmoth
5 decks
-
5
Etali, Primal Conqueror // Etali, Primal Sickness
4 decks
-
6
Frodo, Adventurous Hobbit
4 decks
-
7
Krenko, Mob Boss
4 decks
-
8
Rograkh, Son of Rohgahh
4 decks
- 9 Zhulodok, Void Gorger 4 decks
-
10
Betor, Ancestor's Voice
3 decks
The commander list spans all five colors and multiple archetypes, confirming that Ancient Tomb's colorless identity makes it a cross-archetype include rather than a staple of any single strategy.